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OVERCOME

A therapeutic game for people
with Parkinson's disease
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About

Every year, 50-68% of people with Parkinson’s disease (PD) experience one or more falls related to walking. As a result, many clinical interventions have emphasized walking training such as obstacle negotiation. However, multiple clinics encounter limitations where dynamic walking environments are difficult to simulate in a clinical setting. This game, in an immersive virtual reality setting, offers the player an opportunity to attend a rehabilitation session without actually giving him/her the notion of being in one. The main idea behind the game is to provide the player with an opportunity to perform several types of exercise in the game in a manner that trains his/her afflicted muscles. These exercises will help develop his motor-system to function better and eventually lead him to a path of recovery from the dreaded disease. Users experience a wide range of dynamic environmental challenges during walking. The changing and the virtual world keeps him/her engaged in the environment. Fast, yet accurate and efficient completion of a level is the key element in the game. As the player moves through several levels his/her muscles get better training. Thus, when you play this beautifully thought of game, you either win or you learn there are no losers.

Introduction

TARGET AUDIENCE

The game may be enjoyed by players aged 55 or more. It may be entertaining for all audiences such as kids/adults who have a penchant for gaming or even the gaming fledglings. But our target age population is older adults with PD who have walking impairments. The game can be used in a local clinic as well.

  • Requires a treadmill and HTC Vive device.

  • Does not require much game literacy or previous gaming/VR experience. Easy to play.

  • Not gender specific

  • Engaging storyline

  • User-friendly cues/in-game tutorials

  • A wide range of difficulty levels

  • Haptic feedback to the player

  • Remotely controlled levels and scenarios by the therapist via a tablet

  • Remotely controlled obstacles quantity and location by the therapist via a tablet

  • Recording and analyzing player’s response by voice recognition

KEY FEATURES

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